renderer: fix sampler border colors

This commit is contained in:
nmzik
2026-09-28 00:33:15 +04:00
parent d71facee4f
commit 5fddd12b78
6 changed files with 175 additions and 78 deletions
+9 -9
View File
@@ -14,10 +14,10 @@ SamplerCache::~SamplerCache() {
}
}
vk::Sampler SamplerCache::GetSampler(const ShaderSamplerResource& r) {
vk::Sampler SamplerCache::GetSampler(const ShaderSamplerResource& r, bool integer_border) {
Common::LockGuard lock(m_mutex);
const SamplerKey key {r.fields[0], r.fields[1], r.fields[2], r.fields[3]};
const SamplerKey key {r.fields[0], r.fields[1], r.fields[2], r.fields[3], integer_border};
if (auto iter = m_samplers.find(key); iter != m_samplers.end()) {
return iter->second;
}
@@ -93,23 +93,23 @@ vk::Sampler SamplerCache::GetSampler(const ShaderSamplerResource& r) {
return vk::SamplerAddressMode::eClampToBorder;
};
vk::BorderColor border = vk::BorderColor::eIntTransparentBlack;
vk::BorderColor border = integer_border ? vk::BorderColor::eIntTransparentBlack
: vk::BorderColor::eFloatTransparentBlack;
switch (static_cast<Prospero::SamplerBorderColor>(r.BorderColorType())) {
case Prospero::SamplerBorderColor::kTransBlack:
border = vk::BorderColor::eIntTransparentBlack;
break;
case Prospero::SamplerBorderColor::kTransBlack: break;
case Prospero::SamplerBorderColor::kOpaqueBlack:
border = vk::BorderColor::eIntOpaqueBlack;
border = integer_border ? vk::BorderColor::eIntOpaqueBlack
: vk::BorderColor::eFloatOpaqueBlack;
break;
case Prospero::SamplerBorderColor::kOpaqueWhite:
border = vk::BorderColor::eIntOpaqueWhite;
border = integer_border ? vk::BorderColor::eIntOpaqueWhite
: vk::BorderColor::eFloatOpaqueWhite;
break;
case Prospero::SamplerBorderColor::kFromTable:
LOGF(
"temporary: approximating table border color as transparent black, index = %" PRIu16
"\n",
r.BorderColorPtr());
border = vk::BorderColor::eIntTransparentBlack;
break;
default: EXIT("unknown border color: %d", static_cast<int>(r.BorderColorType()));
}
+2 -2
View File
@@ -24,10 +24,10 @@ public:
~SamplerCache();
KYTY_CLASS_NO_COPY(SamplerCache);
vk::Sampler GetSampler(const ShaderSamplerResource& r);
vk::Sampler GetSampler(const ShaderSamplerResource& r, bool integer_border);
private:
using SamplerKey = std::array<uint32_t, 4>;
using SamplerKey = std::array<uint32_t, 5>;
struct SamplerKeyHash {
std::size_t operator()(const SamplerKey& key) const {
@@ -738,14 +738,15 @@ static vk::Sampler NativeSampler(RenderContext& context,
const ShaderRecompiler::IR::CompiledShaderInfo& program,
uint32_t index,
const ShaderRecompiler::IR::DescriptorValue& value) {
auto descriptor = DecodeNativeDescriptor<ShaderSamplerResource>(value);
if (!program.info.samplers[index].depth_compare) {
auto descriptor = DecodeNativeDescriptor<ShaderSamplerResource>(value);
const auto& sampler = program.info.samplers[index];
if (!sampler.depth_compare) {
descriptor.fields[0] &= ~(0x7u << 12u);
}
if (program.info.samplers[index].force_point_filtering) {
if (sampler.force_point_filtering) {
descriptor.SetPointFiltering();
}
return context.GetSamplerCache().GetSampler(descriptor);
return context.GetSamplerCache().GetSampler(descriptor, sampler.integer_border);
}
static vk::DescriptorBufferInfo NativeUpload(RenderContext& context,